Search found 60 matches

by bbgun06
Sun May 14, 2017 3:38 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18356

Re: [MOD][WIP .15] High Voltage 0.0.3 : Energy over distance

We're having lots of fun with this! I always have to think about the power grid before I place something, unlike in vanilla. Also I don't think solar panels will be used in the normal way. The factory looks very different with the power grid overlay. https://steamuserimages-a.akamaihd.net/ugc/829071...
by bbgun06
Fri May 12, 2017 9:18 pm
Forum: News
Topic: Friday Facts #190 - The quiet days
Replies: 68
Views: 37534

Re: Friday Facts #190 - The quiet days

Combat is still inherently bland, just adding content like spidertron or artillery train won't help its case. I'd like to re-iterate what I and others have said. This is a puzzle game about automation. Until we can automate combat, it will never really be fun, it will simply be a chore. I'm not sur...
by bbgun06
Thu May 04, 2017 1:17 am
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 52
Views: 42697

Re: [0.15] Even Distribution

Brilliant idea!
by bbgun06
Fri Apr 28, 2017 4:52 pm
Forum: Ideas and Suggestions
Topic: Portable Fission Reactor
Replies: 9
Views: 2928

Re: Portable Fission Reactor

Sure, an RTG would be fine. But it's totally within the theme of the game to have a light water reactor in a backpack.
by bbgun06
Fri Apr 28, 2017 12:07 am
Forum: Ideas and Suggestions
Topic: Portable Fission Reactor
Replies: 9
Views: 2928

Re: Portable Fission Reactor

I came to the forum to suggest exactly the same thing, but DaveMcW beat me to it. It never made sense to have one type of power available for armor but not for the factory.

(Although I suppose by that logic we should also have portable coal fired boilers.)
by bbgun06
Fri Mar 03, 2017 9:46 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 67793

Re: Friday Facts #180 - Map interaction

Better map colors, more different colors for entities,
If you can't wait: try osldgoth's Enhanced Map Colors: https://mods.factorio.com/mods/osldgoth ... Map_Colors
by bbgun06
Mon Jan 02, 2017 5:50 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 65173

Re: Friday Facts #169 - Combat revisit 2

Here's something that hasn't been discussed much: Homing projectiles. I think it's silly that spitters and worms always hit their targets. Drive full speed in a train past a worm and it gets hit every time. Instead, allow the spitter/worm to lead the target a bit. So running in a straight line, the ...
by bbgun06
Mon Oct 10, 2016 10:38 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 105815

Re: Friday Facts #159 - Research revolution

just to put belts for the ingredients, then the assembler and finally get the result You just have to be more imaginative when designing your factories: [img] http://steamcommunity.com/sharedfiles/filedetails/?id=752000311 [/img] [img] http://steamcommunity.com/sharedfiles/filedetails/?id=665740356...
by bbgun06
Sat Oct 08, 2016 1:18 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 105815

Re: Friday Facts #159 - Research revolution

Linosaurus wrote:Engine units in pack 3 is an interesting change. Going to need a lot of assemblers for that!
Sounds fun! I think that it's also time to rebalance most of the recipes. When most items take .5 seconds to craft, there's not as many interesting design problems.
by bbgun06
Fri Sep 30, 2016 5:09 pm
Forum: Not a bug
Topic: [0.14.7] Lags and very low UPS in MP
Replies: 21
Views: 7356

Re: [0.14.7] Lags and very low UPS in MP

darkhog wrote:Removing all the robot bays from the map
Do you mean remove all the roboports? Because that's not really an option.
by bbgun06
Fri Sep 30, 2016 5:07 pm
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 63642

Re: Friday facts #158 - The end of the 32 bit era

The new rails are an improvement, but they don't look very good to me. The size and spacing of the ties, and the overall width of the tracks, are different between horizontal and vertical.
by bbgun06
Sat Sep 24, 2016 2:58 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 200461

Re: Support - Uranium Power

Yes.
by bbgun06
Sat Sep 24, 2016 12:43 am
Forum: Not a bug
Topic: [0.14.7] Lags and very low UPS in MP
Replies: 21
Views: 7356

Re: [0.14.7] Lags and very low UPS in MP

Correct me if I'm wrong, but I thought the server was supposed to slow down to match the client.
by bbgun06
Tue Sep 20, 2016 4:56 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 200461

Re: Support - Uranium Power

All of the turbines have steam and they are working fine. I'm producing less than 320MW because the factory isn't using that much. Shouldn't the bars be filled to the same percentage as the steam engines?
by bbgun06
Tue Sep 20, 2016 1:02 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 200461

Re: Uranium Power

Thanks for doing this, it's the only way to keep my marathon factory running! I found a minor bug: on the power graph, once the reactors produce 60MW, the bar is filled:
http://steamcommunity.com/sharedfiles/f ... =758282659
by bbgun06
Tue Sep 20, 2016 12:30 am
Forum: Not a bug
Topic: [0.14.7] Lags and very low UPS in MP
Replies: 21
Views: 7356

Re: Network issue causing lagfest and low fps [0.14.7]

I'm also noticing this issue. I am using mods, but from the stats, it seems only uranium power is using a significant amount of time. I have a Core i7 920 CPU. When in single player I get 50fps/ups steadily, so I may be reaching the limit of what CPU can handle. However in multiplayer there is a mas...
by bbgun06
Fri Sep 16, 2016 2:30 am
Forum: Not a bug
Topic: Inserters can remove coal from boilers, but not furnaces.
Replies: 2
Views: 1602

Inserters can remove coal from boilers, but not furnaces.

Inserters can remove coal from boilers, but not furnaces. I always use this setup with electric furnaces, but I tried with regulars tonight and it doesn't work. From the way that boilers work, I would expect this to.
[img]http://steamcommunity.com/sharedfiles/f ... =764270122[/img]
by bbgun06
Tue Aug 30, 2016 5:21 am
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 61612

Re: Version 0.14.0

kovarex wrote:Not currently, but we need motivate people to report desyncs so we can eliminate them as well :)
Is there a specific place we should upload those? What if we don't know what caused them? I could spawn dozens of new threads in the bug tracker, but I'm not sure how helpful that would be.
by bbgun06
Sun Aug 28, 2016 4:24 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 200461

Re: Uranium Power

I found a game-breaking bug: I control-clicked to load the reactor and it put some pipes and belts in there. This caused the game to immediately crash. http://steamcommunity.com/sharedfiles/filedetails/?id=753396812 137.666 Error MainLoop.cpp:738: Exception at tick 23202843: Error while running even...
by bbgun06
Fri Aug 26, 2016 10:24 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 61612

Re: Version 0.14.0

"Players automatically quit game after 3 desyncs"
This is good if a player is desyncing constantly. However in my games I sometimes desync only once an hour or so. Is there a timer that resets the counter?

Go to advanced search